Inventory suggestion

Hello Warhorse,
I would like to suggest something about the inventory system.
In my opinion it should have strict limits on weight and size/volume of the items.
For example, just like in DayZ standalone, playing character should have limited inventory slots to carry his stuff. Bigger items need more slots, smaller items need less. The playing character can increase his inventory space (slots) by carrying bags, belts and pouches on him, which will grant additional slots. As confirmed by Warhorse, the player can use his horse for a storage, which will also help.
The items should be size and dimensional dependent, so you can not put a sword into a pouch.
Another important this is the weight limit. The playing character should have limited carrying capabilities (for example 25-30 kg total at the start of the game). It should be able to rise though perks and skills in-game, but to a reasonable and realistic levels. This carry weight limit should apply for armor and clothing as well for equipment, so that a person in full plate armor should be able to carry less than a person with ordinary clothes. This is because the armor has already weighted and slowed the player down - in short words it counts like a burden and takes away from his general carry weight limit. If person’s limit is 35 kg and his clothing and armor weight 15 kg, then he should be able to carry only around 20 kg with him without additional penalties.
The whole point of this size/weight inventory slot dependance is that it can provide realistic inventory system. For example: you may want to have many light things that are below your carry weight limit, but you won’t have the space to take them all with you (you won’t have the required slots to put them physically). On the other hand, you may want to have 2 crossbows, a sword and a poleaxe with you, but in this case you won’t have the ability to carry all of them around with you - they weight too much and you don’t have where to put them physically. You will have to leave some of the weapons on your horse.
If this system is properly implemented, no more you will experience a gameplay where playing character is some kind of a medieval armory or a drug store. It will grant the ability of a person to carry as much items as he would be able to carry in a similar real life scenario. The most important thing is maintaining the balance of inventory slots against item size and weight against carry limit of the playing character.
Thank you for reading!

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The weight consideration is already in place, they mentioned that when talking about the “weight resolution” being 0.1 lbs (45 grams), which is also the default weight of all small items that would in reality weigh less than that. I see no point in having anything like a minimal weight in the game, but there you are, they have it covered.
Size constraint is a funny thing, because the model best approaching reality is having “tetris-style” bags and pouches and also items themselves. I saw that a long time ago in Might and Magic 6, but there you only had one compartment for everything. I’d hope KinCoDe does much better.

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The weight consideration (45grams) is perfectly fit. The size, however, I believe that it doesn’t need much work, seeing that the common sense could control this one (the maximum number of weapons, how their size affects the character’s movement, agility and so, if the items are in the horse, cannot use them UNLESS you are NEAR or ON the horse, items in bags take more time to use while items in pouches can be used instantly, like throwing daggers or some other item). They maximum ammount of weight you could carry is based on the strenght (even with pouches or bags…remember that 10kg of stuff out of a bag weight 10kg inside the bag…):wink:

I’m not that much opposed to the idea of walking armories or drug stores. The game should be fun in the first place and there is not much fun in making 5 trips when you could’ve made just one. And believe me, most players will make many pointless, boring trips to the same location as long as there’s at least a little advantage (coin) to be gained by doing so.
There’s a thin line between fun and frustration when you manage to kill 3 heavily equipped bandits and have to choose just one thing to take as your prize, because you can’t carry more. Especially if you do not yet know the value of each item. At least there should be a skill called “item evaluation” or “knowledge of arms” to help you choose the best one.

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This looks like really good idea!

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The skill idea is preety good, but I think that the odds of you SURVIVING a battle against 3 heavily equipped bandits kinda impossible! (just kidding man…:D)

I believe that the “realism” lies on the details…if you want to carry more things, try buying a horse. Because in real life, you can carry a specific amount, according to your body strenght (upper and lower):wink:

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I understand that. But in real life you also spend 30 minutes going from one village to another and still think it’s pretty close :slight_smile: Try that in a game. There are things that are just not fun to implement realistically.
Also I hope that killing 3 bandits will be a real possibility, if you manage to shoot one with a bow as he’s taking a pee, sneak up behind another and slice his throat and only have a one-on-one fight with the last.

Yes, of course. That tactic is incredibly useful! The “going-to-the-village-to-another-vilage” trips are to be seen. To me, I would love to take a trip from one village to other and spend, just on it, about 20 min on real life. Because in this trip I’ll find people in the road, animals, bandits (why not? something very common…), Inn, Taverns and Houses and all sort of things that will make the trip interesting. I really like exploring open-world games but even if the game is short in map proportions the exploring still is really special. :smiley:

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Entering your inventory and switching weapons or armor should take some time as well. You shouldn’t be able to bring up your inventory to pause the game and instantly equip full plate in the middle of a fight.

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@thomasthelord
I agree with all you’ve said.

@Gabe
I understand your concerns about items, but remember - you will have a horse in-game. You can store most of that additional equipment on your horse. It is realistic and most logical thing to do.
I don’t think that player should freeze on the ground while he is encumbered (like in Oblivion) - what I think is that he must be able to move and do stuff, but should have penalties on all skills - the more he is encumbered, the bigger penalties he gets. And this only goes if he actually have slots in his inventory to put the extra stuff which will weight him down. If he doesn’t have enough slots (understand enough space on him to carry), he just can’t take more items.

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@calusari
Most definitely a very good idea. No dressing, cooking, brewing, alchemy etc etc. when close to enemies plus when in combat. Devs should think seriously about it, because Skyrim was very crap in this region. “Spam with strikes, got low health, pause the game, drink potions, make adjustment, put different armor set”… such stupidities have no place in Deliverance.

I prefer all player character and all NPC’s movements to be fully animated in-game. What this mean is that when you try to change your weapon in-game it should really take some time, even if you throw away what you are currently holding. Because unsheathing a sword and striking with it takes some time. Maybe implement a skill for quick drawing - higher skill, faster draw (to a reasonable realistic limit). But you still have to holster your first weapon or throw it to the ground. Another think - if you want to drink a potion or throw a knife, you should select it first, then you should prepare it and just then you can do your desired action. Just like it was in Gothic series, if you remember - drinking a potion was animated, you had to make distance from enemies and you should had enough time to actually see your character drinking it. If some enemy interrupted player’s action, then the attempt was failed.

Implementing those tiny, but logical improvements will raise tactics to a whole different level. In real life, tactics and planning are vital for the actual combat, but often in arcadish video game it is underestimated as not as important as it should be. Reason - hack’n’slash has nothing to do with real medieval swordplay, nor "rush’n’respawn’ has nothing to do with real life self preservation instinct.

I very much liked the upper post: “Kill the first bandit with a bow, slice the throat of the second and IF the third eventually notices you, face him in 1-on-1 combat”. This just make so much more sense rather than “Go frontally and kill 10 bandits because you are the best assassin, dragonborn, master of thieves, archmage etc etc.”